

Well you would be wrong, they didn't have AA's in 1.0, they added them in ARR, because turns out having your character just stand there like a plumb in front of the enemy for nearly 3s in-between weaponskills is really really jarring.
That's literally what ogcds are for now. 1.0 combat is irrelevant compared to modern ffxiv combat.





Only at 1.0's launch - autoattack was added to 1.0 in a later patch, after Yoshi took over as producer and director from Tanaka, and the battle system was redesigned from the ground up, as a test bed for ARR. 1.0 autoattack actually did contribute to building the TP gauge in order to use weaponskills and the like, as 1.0 the TP gauge started at zero, like FFXI, as you said. ARR swapped the TP gauge to being full at start however, so autoattack thus lost that particular use.
ARR autoattack was useful for tanks to help keep hate on ourselves when DPS=enmity as every hit you did built up more hate. Naturally that's no longer the case.
I can see Auto attack being relevant 11 years ago to provide dynamism to a very slow gameplay.
The fact is that it's not anymore.
Both good points, though they don't apply to DoM. BLM whacking things with a staff for 1 damage is like WAR having an MP gauge. These are supposedly just things that are expected to be ignored instead of updated or removed. I'd rather it be a ranged magic blast that deals a few hundred chip damage if it has to exist.
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